Remove Editing Remove Mesh Remove Shaders Remove Texture
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Godot Tactics RPG – 01. Intro & Setup

The Liquid Fire

We’re not really doing anything with shaders or post processing in the tutorial, so depending on where you want to take the tutorial later, its really up to you which you choose. Resources just feels like it should be things like 3d Models and Textures, but if you want to stick with the original, that’s fine.

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Cocos Creator 3.7.1 Released

Cocos

Developer Notes Engine Add more API docs (engine#13937, engine#14079, engine#14088) [Optimize] add image asset’s zh i18n (engine#14108) [Optimize] Add pointerlock function for mac platform (engine#14187) [Pipeline] enable custom pipeline in the editor (engine#14084) [Pipeline] add native pipeline ubo uploading (engine#14061) [Pipeline] Fix web-pipeline (..)

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GLES2 and GDNative, progress report #5

Mircosoft Game Dev

In order to deform the mesh according to the bone transforms, each vertex (generally "point of a triangle") can be influenced by up to 4 bones. The actual deformation usually happens in the vertex shader , where the bone transforms get looked up from a texture. (In In rendering, textures are used for sooo many things.

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Introducing the new "last minute" lightmapper

Mircosoft Game Dev

This generally works and looks pretty, but it's quite shader intensive, which makes it not work on mobile or low end GPUs. The solution to these problems is to add support for a more traditional lightmapper (pre-baked light texture). Light is precomputed offline and rendered to a texture, which is then used by the geometry.

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Godot 3.5: Can't stop won't stop

Mircosoft Game Dev

The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. For more advanced use cases, you can use TextMesh to generate 3D meshes from font glyphs, so you can add WordArt to your scenes ;). Asynchronous shader compilation + caching (ubershader).

Shaders 53
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Maintenance release: Godot 3.4.3

Mircosoft Game Dev

GridMap: Fix editing MeshLibrary's Shapes array from the Inspector ( GH-56891 ). GUI: Fix TextureButton focus texture logic ( GH-56472 ). Import: Fix glTF scene export crash on null normal texture ( GH-56380 ). Rendering: GLES3: Fix shader compile error with Oren Nayar + Vertex Lighting ( GH-56802 ).

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Maintenance release: Godot 3.4.1

Mircosoft Game Dev

Editor: Expose ScriptEditor::edit to scripting ( GH-55709 ). Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Import: Fix crash when exporting meshes to glTF that have no skin ( GH-55246 ). Particles: Fix for double use of seed in random shader variables ( GH-55607 ).

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